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Thread: Singlemaps to multiplayer maps

  1. #11
    Senior Member nene81's Avatar
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    Quote Originally Posted by Konig View Post
    It's sever side. Did you try this version?

    hello konig! thanks!

    I just downloaded and tried it but it still doesn't work.

    in the client logfile it continues to show errors of the type:
    ERROR PlaySound: snd_step_dirt needs an alias in ubersound.scr or uberdialog.scr - Please fix.
    ERROR PlaySound: snd_step_equipment needs an alias in ubersound.scr or uberdialog.scr - Please fix.

    The multiplayer stockmaps corresponding to SH have no problems, footsteps and movements (radio noise, click text,... too) sound correctly with the same ubersound.


  2. #12
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    Maybe it needs to be in client main aswell.

    Edit: Now I rember we made a mappack that included the fix, so it was on the server and client main.
    Last edited by Konig; November 21st, 2022 at 03:34 PM.
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  3. #13
    Senior Member nene81's Avatar
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    I have tried putting an example in several files but the sounds of AA maps executed in SH still do not work:

    map.scr
    map_precache.scr
    ambient.scr
    ubersound.scr
    uberdialog.scr

    I have placed this text on each one:

    Code:
    alias radio_click sound/mechanics/Mec_RadioNoise_11.wav soundparms 0.5 0.2 1.0 0.0 800 8000 auto loaded maps  "m t dm moh obj"
    aliascache radio_click sound/mechanics/Mec_RadioNoise_11.wav soundparms 0.5 0.2 1.0 0.0 800 8000 auto loaded maps  "m t dm moh obj"
    spawn ScriptMaster aliascache radio_click sound/mechanics/Mec_RadioNoise_11.wav soundparms 0.5 0.2 1.0 0.0 800 8000 auto loaded maps  "m t dm moh obj"
    It still doesn't work, I don't know what else to do...

  4. #14

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    I ran across the same "needs an alias in ubersound.scr" errors a few times. There's a few ways to potentially solve this. In your aliascache lines, change "m t dm moh obj" to "0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p q r s t u v w x y z " and that should cover just about all possible map names.

    A second way is to add individual aliascaches inside each map's .scr file before "level waittill spawn" by spawning a scriptmaster, code examples below:

    Code:
    local.master = spawn scriptmaster
    local.master aliascache king_snd_idle sound/vehicle/veh_tank_idle1.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps "0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p q r s t u v w x y z "
    local.master aliascache king_snd_run sound/vehicle/veh_tank_run1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p q r s t u v w x y z "
    Code:
    local.master0 = spawn ScriptMaster
    local.master0 aliascache timer01 sound/items/Item_Timer_01.wav soundparms 1.5 0.0 1.0 0.0 400 3000 auto loaded maps "0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p q r s t u v w x y z "
    local.master1 = spawn ScriptMaster
    local.master1 aliascache fireplace1 sound/amb/Amb_FirePlace.wav soundparms 2.0 0.0 1.0 0.0 400 5000 auto loaded maps "0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p q r s t u v w x y z "
    A third way (my preferred method) is to place all your added aliascache sounds into its own script, then exec that script into your map .scr file before "level waittill spawn". The exec'd script uses "level.mapname = getcvar mapname" to guarantee that the sound gets precached for the map. Examples below are from my mods:

    Code:
    main: // map script
    // ...
    level waittill prespawn
    // ...
    exec global/aliascache_triggersounds.scr // precache DM stuff
    // ...
    level waittill spawn
    end
    Code:
    main: // aliascache_triggersounds.scr
    
    level.mapname = getcvar "mapname"
    
    local.woodgate = spawn scriptmaster
    local.woodgate aliascache gate_wood_open sound/mechanics/GateWoodOpen_01.wav soundparms 1.2 0.2 0.8 0.2 160 1600 item loaded maps level.mapname
    local.woodgate2 = spawn scriptmaster
    local.woodgate2 aliascache gate_wood_close sound/mechanics/GateWoodClose_01.wav soundparms 1.2 0.2 0.8 0.2 160 1600 item loaded maps level.mapname
    
    local.master = spawn scriptmaster
    local.master aliascache exp_searchlight sound/weapons/explo/Explo_Searchlight1.wav soundparms 0.9 0.2 0.8 0.4 1000 8000 auto loaded maps level.mapname
    
    local.master0 = spawn ScriptMaster
    local.master0 aliascache timer01 sound/items/Item_Timer_01.wav soundparms 1.5 0.0 1.0 0.0 400 3000 auto loaded maps level.mapname
    local.master1 = spawn ScriptMaster
    local.master1 aliascache fireplace1 sound/amb/Amb_FirePlace.wav soundparms 2.0 0.0 1.0 0.0 400 5000 auto loaded maps level.mapname
    local.master2 = spawn ScriptMaster
    local.master2 aliascache gastank_explo1 sound/weapons/explo/Explo_GasTank1.wav soundparms 1.0 0.2 0.8 0.4 800 7000 weapon loaded maps level.mapname
    local.master3 = spawn ScriptMaster
    local.master3 aliascache gastank_explo2 sound/weapons/explo/Explo_GasTank2.wav soundparms 1.0 0.2 0.8 0.4 800 7000 weapon loaded maps level.mapname
    
    local.master4 = spawn ScriptMaster
    local.master4 aliascache bombpickup1 sound/items/Item_BangaloreAssemble_01.wav soundparms 1.0 0.2 0.9 0.1 250 1000 auto loaded maps level.mapname
    local.master5 = spawn ScriptMaster
    local.master5 aliascache bombpickup2 sound/items/Item_BangaloreAssemble_02.wav soundparms 1.0 0.2 0.8 0.4 250 1000 weapon loaded maps level.mapname
    local.master6 = spawn ScriptMaster
    local.master6 aliascache bombpickup3 sound/items/Item_BangaloreAssemble_03.wav soundparms 1.0 0.2 0.8 0.4 250 1000 weapon loaded maps level.mapname
    local.master7 = spawn ScriptMaster
    local.master7 aliascache bombpickup4 sound/items/Item_BangalorePickup_01.wav soundparms 1.0 0.2 0.8 0.4 250 1000 weapon loaded maps level.mapname

  5. #15
    Senior Member nene81's Avatar
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    Thank you very much Searingwolfe.

    Definitely the sound of the AA maps does not work correctly in SH.

    I've tried everything with different files during months, nothing works.

    It should be corrected so CLIENTSIDE (downloading .pk3), SERVERSIDE is not enough.

    The client must have the same sound files as the server or he won't hear most sounds correctly (footsteps, gunshots...).

    I'll keep trying anyway.

  6. #16

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    @Searingwolfe: You have too many ScriptMasters, you only need 1 for this.
    @nene81: Exacly, both need to have them.

  7. #17
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    Let's make a test. This is how I add sounds to my custom maps. So this is one of the sounds you want to test?

    alias radio_click sound/mechanics/Mec_RadioNoise_11.wav soundparms 0.5 0.2 1.0 0.0 800 8000 auto loaded maps "m t dm moh obj"
    Add this in the map script, it can be just after main and before scoreboard messages.


    local.master = spawn ScriptMaster

    local.master aliascache radio_click sound/mechanics/Mec_RadioNoise_11.wav soundparms 0.5 0.2 1.0 0.0 800 8000 auto loaded maps "m t dm moh obj"
    If it works and you need to add plenty of sounds to several maps you can create a new scr file with all the sounds and execute it in all the maps you need. This is how I would do it if you want to keep the map script clean and tidy, and you'll save time aswel.
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  8. #18
    Senior Member nene81's Avatar
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    Thanks Konig, but nothing

    It is strange because mohAA multiplayer maps sound correctly in mohSH...

    but mohAA stockmaps converted to multiplayer maps don't. WTF!!

    PS:
    I think it may be because certain sounds like "radio_click sound/mechanics/Mec_RadioNoise_11.wav" included in SH's Ubersound,
    they are not included in AA's Ubersound.
    Last edited by nene81; April 5th, 2023 at 07:26 AM.

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